Scene with glass and meshlight

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todoporron
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Joined: Thu Apr 26, 2007 4:27 am

Scene with glass and meshlight

Post by todoporron » Fri Apr 27, 2007 12:47 am

Hi everyone.

Yesterday I made this test scene to try meshlights (emitter). It was an long overnight render on a P IV 2.4ghz 512 Mb RAM, don't know exactly how much time but it was about 12 hours. It is not quite convincing for me... Any hints to improve it?

Rendered with 0.7 final.

Code: Select all

<tonemapping>
		<reinhard>
			<pre_scale>5</pre_scale>
			<post_scale>3</post_scale>
			<burn>6</burn>
		</reinhard>
	</tonemapping>
Attachments
im1177510929.png
Test with glass and emitters
im1177510929.png (687.61 KiB) Viewed 1671 times

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dougal2
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Joined: Wed Nov 15, 2006 8:17 am
Location: South London

Post by dougal2 » Fri Apr 27, 2007 12:50 am

not quite convincing - possibly because the light tubes are too small with respect to the glasses?
also, modelling the tube holders, end caps etc would help with the realism.

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SmartDen
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Posts: 999
Joined: Fri Oct 13, 2006 10:58 pm
Location: Canary Islands
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Post by SmartDen » Fri Apr 27, 2007 1:15 am

Check normals on glass meshes. And in general your glasses looks strange.
To get off the yellowish color try another white balance settings. Generally to get right colors white point must be near your emitter temperature.

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CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Fri Apr 27, 2007 2:59 am

Doesn't look bad at all to me ! The yellowish color is from the walls, and like dougal I think the tube holders will add much more realism by placing the tubes away from the wall and by blocking some light as well. Indeed normals are ok but there are some more edgeloops missing, both around the border and internal spike of the glasses. This lack of geometry creates dark zones because angles between faces is too drastic, Indigo needs well defined meshes, really.

My advice if I may would be: push modeling further, tweak render after ;)
obsolete asset

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